Flames of Ardor
Flames of Ardor by Patrik
229 cards in Multiverse
102 commons, 62 uncommons, 48 rares, 17 mythics
39 white, 39 blue, 39 black, 39 red,
38 green, 1 multicolour, 21 artifact, 13 land
151 comments total
A World where one family rules all land the death of the grand king will bring wars between bloodlines.
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Mechanics | Skeleton | The Copperspine | Fall Of The Grandfather |
Cardset comments (3) | Add a comment on this cardset
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Flamespit deals 3 damage to target creature. Then copy Flamespit for each other creature that shares a name with it and choose new targets for it.
Target creature gets +1/+1 for each other creature you control until end of turn.
Preparation (If you cast this spell from your hand, exile it instead. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
When Priest of Neanar enters the battlefield add to your mana pool.
When Priest of Neanar enters the battlefield add to your mana pool.
2/1
As Restive Harvester enters the battlefield choose a basic land type.
: Target land becomes the chosen type.
: Target land becomes the chosen type.
" It plows the woods, Cut down the meadow and drains the earth. It works perfectly fine? – Mephid "
2/3
Destroy target creature with flying and each other creature that shares a name with it.
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What's Flamespit?
It has to be from your graveyard if you want it to go to your hand.
So... preparation is like Suspend 1 ?
Did you change what Alternate does? I feel like I looked at it earlier and it did something different that I liked better.
I don't know, Alex. I feel like the hound has a great flavor. And it's certainly more useful.
I've Have alot of comments as Part 1 of the finished card set is done, now i will look through them all and change some cards, some will stay some will be removed, but i think it will play out fine, and when everything seems good i will start with the second set in the block: Bloodlines. "as soon as i can create the design skeleton :P"
Oh, also, the sacrifice ability needs a symbol. Otherwise, this card can pay mana for it's own ability, effectively making it cost .
Really, I was just expecting the activation to do something and remove the pestilence counter. But as it stands, when I have the mana, I also lose the land? I know the payoff is good, and this card was probably envisioned as "This is a spell. It can act as a land in a pinch if a player really needs that." But I can't stop seeing this as "This is a really, really painful pain land. It also has another ability, but won't be worth the trade off if you were forced to play this on round 1 and had to wait until round 8 to activate it."
I don't understand why this cycle have their pestilence counters. There's nothing in the set to remove those counters, and they've got too many words on. I think they should lose both pestilence abilities and change to "At the beginning of your upkeep, you lose 1 life". Or even simpler, make the mana ability damage you like Cephalid Coliseum and friends.
Is this no longer in the same cycle as CL01 Copperspine Ridge, CL02 Ridian Shore, CL03 Anabaya Glades and CL05 Onyxsea Plateau? Shouldn't it still be able to animate itself?